249,492 Commits over 3,959 Days - 2.63cph!

2 Months Ago
TMP_ script changes
2 Months Ago
Add ProjectSettings/MultiplayerManager.asset to SCM
2 Months Ago
CurrentVersion.cs
2 Months Ago
ProjectVersion.txt
2 Months Ago
merge from main
2 Months Ago
disabled_halloween24 -> main
2 Months Ago
Disable Scarecrowpopulation Updated collectables Removed bone collectable Frank default table craftable disabled Disabled portals
2 Months Ago
compile fix
2 Months Ago
Update: Invoking of profiler method annotation filter works - Instead of hooking in we rely on Unity's assembly initialization to invoke us first - seems to be early enough, but we'll see - Store profiler callbacks to avoid GC cleaning them up and crashes in mono - Add compile guards (for now allowing to run editor to test) Tests: launched in editor, no crashes and a lot(112k) of debug logs indicating what gets annotated.
2 Months Ago
Fix regression from HBHF fixes that causes building blocks with no TC attached to use TC of nearby but unattached building blocks
2 Months Ago
Fix player body visibility Make player body always try to face the way we're looking
2 Months Ago
explosion force show run time while planner active change freezing balance charge difficulty runner jumping
2 Months Ago
Update SpriteTools Fix CharacterSelectModal Cleanup Remove the WIP ParticleTextRenderer Component now that it's in-engine
2 Months Ago
Add combined versions
2 Months Ago
IsTipping wont be called if tipped
2 Months Ago
Adding in the gestures
2 Months Ago
Split off IsTipping and IsTipped flags Only enable is tipping if we are starting to tip and not when we are on the ground
2 Months Ago
merge from save_260
2 Months Ago
merge from main
2 Months Ago
reapplying 106957 t1smg
2 Months Ago
If tipping over turn on a trigger to hurt players inside
2 Months Ago
Siege tower now sets flag should it be tipped over
2 Months Ago
Quick fix to diving outfit Merge branch 'master' of sbox
2 Months Ago
Citizen/animgraph: removed several unused parameters + skid now relies on 2 new parameters, skid_x/skid_y, instead of move_x/move_y
2 Months Ago
Battering ram door prefab
2 Months Ago
Clothing Updates
2 Months Ago
t1 smg balance and techtree
2 Months Ago
- Added methods to check if siege tower is tipping over or has tipped - Moved them into BaseVehicle
2 Months Ago
Clothing Update
2 Months Ago
Battering ram back door physics tests
2 Months Ago
Fix readonly string control widget
2 Months Ago
Add top secret hidden feature to wolves
2 Months Ago
Fixed bug preventing loaded horses that are towing something from being detached
2 Months Ago
Merge from main
2 Months Ago
- Ensured ride horse shows up first instead of tow/detach (again?) - Fixed NRE with random.range
2 Months Ago
Tiled rendering for volumetrics https://files.facepunch.com/sam/1b0111b1/GsS5a4ZBVu.png
2 Months Ago
Fixed climbing ability not checking collisions properly and instantly dropping a grate at certain angles
2 Months Ago
- Improved rope tension values - Fixed weird rope wind amplitude - Tweaked wind values with some more randomness
2 Months Ago
Gesture Pack store page
2 Months Ago
Codegen/manifest
2 Months Ago
Added DisableFollowCam to CameraTrigger
2 Months Ago
- Adjusted wind amplitude - Adjusted connection points
2 Months Ago
Fixed TransformLineRenderer NRE
2 Months Ago
Enable horse siege harness if is towing flag enabled
2 Months Ago
Cutscene NPC mixer fix Camera doesn't turn automatically when running backwards
2 Months Ago
Move NPC Mixer from Game Mixer to Master
2 Months Ago
Hammer GameObjects (#1675) * Hammer Scene is serialized in MapWorld and gets written into VPK as world.scene_c * MapInstance additive loads the SceneFile from inside the VPK Tie Meshes to GameObject: * Replaces Entity * GameObjects with meshes tied have a HammerMesh component which procedurally creates a ModelRenderer and ModelCollider * HammerMesh is setup at map compile time with generated models. Editor: * Add HammerManagedInspector which can take over native inspector if it likes the MapNode type * Add HammerSceneEditorSession for handling saving properly * Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority) * Clean up MapView loop: run Scene.EditorDraw() for gizmos, remove old Entity.DrawGizmos Hammer Outliner: * Managed sets DragData of map nodes in Hammer outliner * Defer selection until mouse release so it acts like our managed treeview, allows dragging without selecting instantly * Removed duplicate entity list * Add "Create Game Object" button ActionGraph: * Add MapSourceLocation for editing action graphs in .vmap files * Open source map when inspecting graph from .vmap * Parent action graph editor to hammer window if editing map graph --------- Co-authored-by: James King <james.king@facepunchstudios.com>
2 Months Ago
lowered guide mesh pivot to be the ground rotated back door up removed wheels off of rear door
2 Months Ago
Cleanup Set native modified flag using SerializedObject callback, also emit EventMapNodeDescriptionChanged_t for the outliner
2 Months Ago
Fixed the siege harness in testridablehorse after the merge